That village spawning being enabled causes a crash when the biome is disabled.
I don't. I wouldn't.
This is why anything that changes the landscape generation is turned off for the overworld on my server.
I would not want to add EBXL and the EBXL biomes to the world because it would make seams when I added it.
And, if it turned out to be necessary to remove it (see 4.0 / expected incompatibility moving forward), I would not want everything to go poof! into stone and air for many biomes.
So this is why EBXL is only in ages for me.
Not having that mod, or that tech, well, this is why we have Mystcraft. We can get a new world at any time, and go exploring in it. Our base is always the same (and we've found a tall extreme hills with almost no caves anywhere until you find a mineshaft around Y=24), it's built around/in the landscape, and we have "new chunks" no more than a single teleport away at any time.
Plus, we can experiment with new mods without ever risking anything more than that age, plus perhaps any decorative blocks we bring back.
The crash that sometimes happens when you have a biome disabled and the village enabled for that biome we have been aware of and it will be looked at for v4. As that happens only once in a while and because the only reason that you would leave it on in that instance is if you are using Mystcraft and as there is a way around it...it was not deemed high priority.
The reason v4 will be incompatible with prior versions is because of the new terrain generator. Versions after v4 will be compatible going forward.
Mace isn't a tech mod...it's a program that runs outside of minecraft and doesn't need updates when minecraft updates. I couldn't and wouldn't want to play in a world where I have to go to other ages/dimensions to explore as I want everything in my overworld. And I certainly wouldn't want a world where the biome generating mods that I use weren't in the overworld. We all have certain things we like or don't like, just how some people like tech mods and others don't. It's simply a difference in play styles.
How can i make the 1.4.7 and 1.5.2 compatible with MCPC bukkit. More specific Multiverse? I have no idde anymore how to actually get this working. Sorry for asking her but i have tried everywhere else.
Are you asking about Minecraft in general or this mod? If you are asking about this mod, our team was not responsible for the bukkit port and I am not familiar with Multiverse. You would need to ask on the bukkit forum about compatibility and or instructions on how to use it.
Mace isn't a tech mod...it's a program that runs outside of minecraft and doesn't need updates when minecraft updates.
Ahh. Nice to know about. I will look into that.
I couldn't and wouldn't want to play in a world where I have to go to other ages/dimensions to explore as I want everything in my overworld. And I certainly wouldn't want a world where the biome generating mods that I use weren't in the overworld. We all have certain things we like or don't like, just how some people like tech mods and others don't. It's simply a difference in play styles.
Fair enough, and if I had known about Mace, I might feel differently.
But when I restarted my world in 1.2.3, I was aware of the whole "no longer updated = air" issue, and had to make a decision: Go with mods and risk a clobbered world, or not? At first I refused to use any mod that made major alterations to the overworld ("Shelfs"was the biggest changing mod I used). Eventually, I found Mystcraft, and realized I could isolate any risky behaviors to something that would not destroy my world moving forward -- so that has been a big thing for me.
Combined with the whole "big land seams" to add any new worldgen (EBXL) to my world, well, for me it was a no-brainer to keep all that stuff where it could not cause problems / destroy my world.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Have you guys considered adding biomes with palm trees in? I'm thinking coconut palm beachs and forrests, and then a temperate palm mediterranean style biome. You could also add the models to enhance your rain forrest biomes and make them feel more tropical.
Forgotten Nature will be integrated into EBXL in v4 and it contains banana, cocoa nut and palm trees. In addition we are revamping all our existing biomes and adding new biomes and will be adding many new varieties of trees and other plant life. There are plans to add oasis to desert areas which would incorporate palm trees. Banana and cocoa nut will most likely be added to the rain forests and maybe to the extreme and mini jungles.
Still no plans to fix this error ? ... it really cant be more then a 5min fix.
Our code is open source....you are certainly welcome to fix it yourself. Mister Fiber has computer issues so can't do anything with the code. Exterminator Jeff had to do the 1.5.2 update for 2 mods, plus has a very demanding job and is working on v4. They will look at it when they are able. Others seem to be able to play with both, so you might want to check with them and see what they are doing to make it work.
Quite honestly I have no idea where they have moved our API. Perhaps they removed it in that beta version and that's the issue. It's always been in the their folder before, just as it is in other mods. I am not using IC2 so, am not sure what they've done. Mod makers don't normally tell each other what they've done, so I am not sure, although in the error it mentions crops and API. The other issue is that we don't normally make API's for beta's as they are normally in a state of flux and so constantly breaking, so the API stays with the stable version until the beta becomes an official release.
Hey! A user of my texture pack told me that some of the mod textures appear black with my pack. I bet it's because i use custom colour images for grass, foliage, fog, water etcetera with black backgrounds. I'd like to fix this. Is there a template or something similar with infos about where on the colour maps which biomes are, or does the whole mod use one default colour? Thanks in advance.
Hey I like the look of your textures! Very nice!
I'm no expert on the current version's code but I don't think there is any special colouring happening with our textures other than the usual for some of the leaves. Biomes are coloured but only this should only affect vanilla grass so that shouldn't cause any problems. Would you be able to give me a list of the ones that are showing up black?
I have a suggestion...I started off a game (Direwolf20 Feed the Beast Pack) in a Green Swampland biome and as I like to play with a mind towards conservation...and noticed right away that the swampland Oak tree sapling I planted to replace the tree I had harvested grew back up into a vanilla configuration rather than the unique configuration (tall trunk with thin but wide canopy) that most of the Oaks in that biome had at the time of spawn. Would it be a reasonable enhancement request to make it so that a nature loving logger such as myself can replant and preserve the character of the Green Swampland oak forest. And, of course, I would like this principle to apply in all biomes with unique trees. I figure you have some trees covered as unique saplings. If that is the way to go then I would like to request a unique sapling be developed for the Green Swampland "oak" tree.
That's because as far as item IDs are concerned, those are simply regular vanilla oaks. The team is working to make every single tree use its own type of wood, so those "oaks" will be replaced by a completely different tree altogether.
Heres a general question - is it possible for a biome mod - to initiate fogging or some kind of mist cover in a biome? Can it be done? Is it difficult?
I am not sure. If I remember correctly sky color changes require class modifications which is why we haven't done anything with that yet. I am not sure if mist/fog falls into that category or if it is more like precipitation. We are looking at things we can do to make our biomes more unique so something like mist and sky color we are looking into, but if it requires class changes or modifying the minecraft jar in any way, we will not do that. We will continue to look into this as we are working on v4.
I have a suggestion...I started off a game (Direwolf20 Feed the Beast Pack) in a Green Swampland biome and as I like to play with a mind towards conservation...and noticed right away that the swampland Oak tree sapling I planted to replace the tree I had harvested grew back up into a vanilla configuration rather than the unique configuration (tall trunk with thin but wide canopy) that most of the Oaks in that biome had at the time of spawn. Would it be a reasonable enhancement request to make it so that a nature loving logger such as myself can replant and preserve the character of the Green Swampland oak forest. And, of course, I would like this principle to apply in all biomes with unique trees. I figure you have some trees covered as unique saplings. If that is the way to go then I would like to request a unique sapling be developed for the Green Swampland "oak" tree.
I think that something else in the FTB pack must add that tree type. Currently our trees in the vanilla and green swamp are just regular oak with vines...there is nothing special about them and they are not different than any other oak tree other than that they sometimes have vines on them. As Zenth_ said, all our biomes in v4 will have many more trees and plant life added, not only new trees that are being created for our biomes, such as a cypress and mangrove added to the swamps, but from the Forgotten Nature mod being integrated into EBXL. They will also have their own unique wood types as well as planks, stairs, slabs and half slabs.
New Team Member
On another note, as Mister Fiber has been having computer issues and has not been able to be online much, I would like to publicly welcome Zenth_ to the EBXL team as our new texture/model making person. His work is amazing and he has some great ideas and suggestions as well as being able to see where and what we are wanting to do with v4. He is an all around great guy and fits in very well with the rest of them team. Please join me in welcoming him to our team. I know you all will be very happy with his work as it will help make EBXL even better.
yeah, I'm getting those really extreme hills again:
Those are how they are suppose to look. It's called Extreme Hills, Extreme Jungle and Mountain Desert. The images look just like the ones posted on our Wiki. The one with the building is from Millenaire. When they generate they can sometimes do that. What is it that you think is wrong?
Those are how they are suppose to look. It's called Extreme Hills, Extreme Jungle and Mountain Desert. The images look just like the ones posted on our Wiki. The one with the building is from Millenaire. When they generate they can sometimes do that. What is it that you think is wrong?
I think they are referring to the sharp cut-offs between the biomes, which is a little harsh of a transition. Particularly that first image on the left side there.
I think they are referring to the sharp cut-offs between the biomes, which is a little harsh of a transition. Particularly that first image on the left side there.
The first image is of a redwood forest next to an autumn forest. Redwood forest is a mountainous area and autumn forest is more flat with a few hills. That is what happens when they are next to each other in that the transition is not going to be the best. This is something that is from the current terrain generation within vanilla. The new terrain generation we will be using in v4 will eliminate things like the rough transitions between biomes as well as placement of biomes (no more jungle next to snow). However, the rest of the biomes are as they should be with the exception of where the Millenaire building has messed up the terrain.
The crash that sometimes happens when you have a biome disabled and the village enabled for that biome we have been aware of and it will be looked at for v4. As that happens only once in a while and because the only reason that you would leave it on in that instance is if you are using Mystcraft and as there is a way around it...it was not deemed high priority.
The reason v4 will be incompatible with prior versions is because of the new terrain generator. Versions after v4 will be compatible going forward.
Mace isn't a tech mod...it's a program that runs outside of minecraft and doesn't need updates when minecraft updates. I couldn't and wouldn't want to play in a world where I have to go to other ages/dimensions to explore as I want everything in my overworld. And I certainly wouldn't want a world where the biome generating mods that I use weren't in the overworld. We all have certain things we like or don't like, just how some people like tech mods and others don't. It's simply a difference in play styles.
Are you asking about Minecraft in general or this mod? If you are asking about this mod, our team was not responsible for the bukkit port and I am not familiar with Multiverse. You would need to ask on the bukkit forum about compatibility and or instructions on how to use it.
Ahh. Nice to know about. I will look into that.
Fair enough, and if I had known about Mace, I might feel differently.
But when I restarted my world in 1.2.3, I was aware of the whole "no longer updated = air" issue, and had to make a decision: Go with mods and risk a clobbered world, or not? At first I refused to use any mod that made major alterations to the overworld ("Shelfs"was the biggest changing mod I used). Eventually, I found Mystcraft, and realized I could isolate any risky behaviors to something that would not destroy my world moving forward -- so that has been a big thing for me.
Combined with the whole "big land seams" to add any new worldgen (EBXL) to my world, well, for me it was a no-brainer to keep all that stuff where it could not cause problems / destroy my world.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Forgotten Nature will be integrated into EBXL in v4 and it contains banana, cocoa nut and palm trees. In addition we are revamping all our existing biomes and adding new biomes and will be adding many new varieties of trees and other plant life. There are plans to add oasis to desert areas which would incorporate palm trees. Banana and cocoa nut will most likely be added to the rain forests and maybe to the extreme and mini jungles.
Our code is open source....you are certainly welcome to fix it yourself. Mister Fiber has computer issues so can't do anything with the code. Exterminator Jeff had to do the 1.5.2 update for 2 mods, plus has a very demanding job and is working on v4. They will look at it when they are able. Others seem to be able to play with both, so you might want to check with them and see what they are doing to make it work.
Quite honestly I have no idea where they have moved our API. Perhaps they removed it in that beta version and that's the issue. It's always been in the their folder before, just as it is in other mods. I am not using IC2 so, am not sure what they've done. Mod makers don't normally tell each other what they've done, so I am not sure, although in the error it mentions crops and API. The other issue is that we don't normally make API's for beta's as they are normally in a state of flux and so constantly breaking, so the API stays with the stable version until the beta becomes an official release.
Hey I like the look of your textures! Very nice!
I'm no expert on the current version's code but I don't think there is any special colouring happening with our textures other than the usual for some of the leaves. Biomes are coloured but only this should only affect vanilla grass so that shouldn't cause any problems. Would you be able to give me a list of the ones that are showing up black?
Yes, it is. You will probably have to change some biome ID's but other than that they work together.
We've changed our biome IDs so it'd be supported right out of the box with EBXL (As well as Mo' Creatures, and other mods).
Excellent, thanks!
That's great...thanks for the update. =)
I am not sure. If I remember correctly sky color changes require class modifications which is why we haven't done anything with that yet. I am not sure if mist/fog falls into that category or if it is more like precipitation. We are looking at things we can do to make our biomes more unique so something like mist and sky color we are looking into, but if it requires class changes or modifying the minecraft jar in any way, we will not do that. We will continue to look into this as we are working on v4.
I think that something else in the FTB pack must add that tree type. Currently our trees in the vanilla and green swamp are just regular oak with vines...there is nothing special about them and they are not different than any other oak tree other than that they sometimes have vines on them. As Zenth_ said, all our biomes in v4 will have many more trees and plant life added, not only new trees that are being created for our biomes, such as a cypress and mangrove added to the swamps, but from the Forgotten Nature mod being integrated into EBXL. They will also have their own unique wood types as well as planks, stairs, slabs and half slabs.
New Team Member
On another note, as Mister Fiber has been having computer issues and has not been able to be online much, I would like to publicly welcome Zenth_ to the EBXL team as our new texture/model making person. His work is amazing and he has some great ideas and suggestions as well as being able to see where and what we are wanting to do with v4. He is an all around great guy and fits in very well with the rest of them team. Please join me in welcoming him to our team. I know you all will be very happy with his work as it will help make EBXL even better.
PS: Im playing voids wrath client.
I've not used that mod myself, but I believe I remember people saying that they did spawn in our biomes, but I can't say for sure.
Published a pull request to fix.
[ExtrabiomesXL] Sending event FMLConstructionEvent to mod ExtrabiomesXL
2013-05-10 01:07:40 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError
2013-05-10 01:07:40 [INFO] [STDERR] at java.lang.Class.forName0(Native Method)
2013-05-10 01:07:40 [INFO] [STDERR] at java.lang.Class.forName(Unknown Source)
2013-05-10 01:07:40 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:425)
2013-05-10 01:07:40 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-05-10 01:07:40 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-05-10 01:07:40 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-05-10 01:07:40 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-05-10 01:07:40 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-05-10 01:07:40 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-05-10 01:07:40 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-05-10 01:07:40 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-05-10 01:07:40 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-05-10 01:07:40 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
2013-05-10 01:07:40 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-05-10 01:07:40 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-05-10 01:07:40 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-05-10 01:07:40 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-05-10 01:07:40 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-05-10 01:07:40 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-05-10 01:07:40 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-05-10 01:07:40 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-05-10 01:07:40 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-05-10 01:07:40 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
2013-05-10 01:07:40 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:503)
2013-05-10 01:07:40 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
2013-05-10 01:07:40 [INFO] [STDERR] at net.minecraft.client.Minecraft.startGame(Minecraft.java:411)
2013-05-10 01:07:40 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.startGame(MinecraftAppletImpl.java:44)
2013-05-10 01:07:40 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:733)
2013-05-10 01:07:40 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-05-10 01:07:40 [INFO] [STDERR] Caused by: java.lang.ArrayIndexOutOfBoundsException: 12
2013-05-10 01:07:40 [INFO] [STDERR] at ve.<init>(SourceFile:118)
2013-05-10 01:07:40 [INFO] [STDERR] at extrabiomes.utility.CreativeTab.<init>(CreativeTab.java:11)
2013-05-10 01:07:40 [INFO] [STDERR] at extrabiomes.Extrabiomes.<clinit>(Extrabiomes.java:52)
2013-05-10 01:07:40 [INFO] [STDERR] ... 29 more
Those are how they are suppose to look. It's called Extreme Hills, Extreme Jungle and Mountain Desert. The images look just like the ones posted on our Wiki. The one with the building is from Millenaire. When they generate they can sometimes do that. What is it that you think is wrong?
I think they are referring to the sharp cut-offs between the biomes, which is a little harsh of a transition. Particularly that first image on the left side there.
The first image is of a redwood forest next to an autumn forest. Redwood forest is a mountainous area and autumn forest is more flat with a few hills. That is what happens when they are next to each other in that the transition is not going to be the best. This is something that is from the current terrain generation within vanilla. The new terrain generation we will be using in v4 will eliminate things like the rough transitions between biomes as well as placement of biomes (no more jungle next to snow). However, the rest of the biomes are as they should be with the exception of where the Millenaire building has messed up the terrain.